I'm looking at the frame capture tool right now. I went to look at these heaps here and noticed they each store one texture, but their allocated size is 4x the contained texture size. For example, a heap will be allocated for 40 MB, but only contain a 10 MB texture. Or it will be allocated to 32 MB, but only contain an 8 MB texture. You can see this in the screenshot attached. Any ideas why this could be? We are trying to maximize memory use right now and this looks suspicious.